Origins

While creating a new character you must choose a place from where you are from. These nations vary from society, government, values, and alignment. I suggest reading up on the one you chose due to it playing an important part in the game itself. The origin you choose will offer different values, so pick wisely.

Vostarian Empire
Ruled with an iron fist under Imperator Cassius Vostari, they are the largest nation behind the Mourning Lord himself. They are traditionalist, seeing the rise of magical technology as a blasphemy to their religion. They use slaves as there primary laborers, and have been known to invade other nations for the sole purpose of taking more slaves. Their military power is unmatched to any other nation due to their Legions superior training, everyone is required to serve in the Legion for 5 years upon coming of age. However they have been pushed back when nations have banded together against them. They control the trade to the east in Fel-Istral holding the only road leading to the east and controlling the coastline as well. They are very proud and nationalistic, they believe they are the best nation on the world and all should kneel before them.


 * Skill Proficiencies: Athletics
 * Equipment: A purple cloak depicting the Vostarian Empire crest

Feature: Alea Jacta Est
Being from the Vostarian Empire, you reject the notion of failure and that fate is always on your side. The Gods have blessed your nation, giving them the power to control their fate regardless of what lays before them. You and your companions may also receive free lodgings at any city that has a Vostarian Embassy in it as the people are only as strong as those standing next to them.

With the blessings of the Gods, once per long rest you may re-roll any failed dice roll.

Kingdom of Lyria
A kingdom of law and love, they are very passionate for one another and enjoy a nice evening with fine wine. They are well known for producing the best cheeses and wine in all of Korinth, and are very proud of that fact. The people are honorable and lawful, believing that the God of Justice is their patron god and their royal family are of his blood. Almost all children raised here trained to ride horses and believe that becoming a knight and upholding the law is their ultimate goal in life. The Order of the Black Rose resides here, and they uphold the law of the land to the letter. Some say that Lyrians are snooty and a bit holier than thou in their mindsets, however most are friendly and compassionate to others and just love to have company. They are currently going through the beginnings of and industrial revolution, and factories can be found dotting their cities.


 * Skill Proficiencies: Animal Handling
 * Equipment: A bottle of Kahor wine (worth 50 gp), and a silver necklace with a black rose amulet.

Feature: Charmed, I'm Sure
Bound by chivalry and law, Lyrians embody knighthood without ever being knighted due to their childhood. Most train and fight and study to become a knight one day, even thought most of them fail, but that training never leaves them. Due to your knowledge of horses and horseback, you can easily spot a good horse from a distance. This allows you get better pricing for hiring travel or purchasing horses, you are able to rent horses at half price and buy horses a quarter off.

Due to Lyrian mannerisms being charming to most, once per long rest you may roll a Persuasion or Deception test at Advantage.

Batu Khanate
A nation that believes that the strongest shall rule, they go through rulers as often as the seasons change. Some rulers stay for more than a few years, however it there will always be someone that is strong enough to kill them in a trial by combat. They believe in the spirits, and pray to them for guidance when they need it. They are warriors of the plains, constantly on the hunt and looking for a good kill that they can take back as a trophy, the bigger the trophy the bigger the reputation you will get. Warriors looking to gain fame and fortune participate in the Great Hunt at the end of the year and be the seek to be the first to slay a dragon.


 * Skill Proficiencies: Survival
 * Weapon Proficiences: Recurve Shortbow
 * Equipment: Recurve Shortbow (1d8 piercing damage), and a trophy of a recent kill.

Feature: Only the Strong Survive
Hunters and warriors all, a member of the Batu Khanate has fought tooth and claw to survive in the grasslands and plains. They have endured struggles that most don't go through in their early lives, and have grown stronger surviving through them. Due to your upbringing and life among the nomadic nation, you need to eat half as much as a normal adult needs to during the day to survive.

Your fortitude is much stronger than most due to having to live in the wild plains and being attacked by snakes and feral tribes, you gain Resistance (Poison) from surviving through it all.

Silverbeard Clan (DWARF ONLY)
Reigning from Khaz'Azril, they are a tough and driven clan of dwarves that have survived through a horrible cleansing of their home. Haerinvureem, an evil shadow dragon from lands unknown, killed most of them off and drove them from their home. Now just a band of refugees, they roam Korinth asking for the aid of those that can fight for their cause promising fame, wealth, and glory to those that help reclaim their home. They are fine craftsmen, able to tinker and craft the finest of metal in a short amount of time. They were once proud of this fact, now they are nothing more than mere beggars grovelling for scraps.


 * Tool Proficiencies: Blacksmith's Tools
 * Equipment: Silverbeard Medallion, and Blacksmith's Tools

Feature: Magical Identification
The Silverbeard's have been well known for their ability to imbue magic into items for some time. They were once prominent smiths that built magical items for the lords and ladies of Korinth, but now that knowledge is nothing more than what has been passed down for the past few hundred years. You and your companions will be treated with warmth by dwarves that know you are with the Silverbeard Clan.

Due to their basic understanding of magic, once per long rest you may Identify a single object without casting or using a pearl.

Twin Lords of Angrun
Known for the unique ruling of two equal Lords that rule over the dwarven hold of Angrun, there is a sense of unity and purpose within these people. They understand their roles and what they must do. The dwarves here are very secretive about their location, however this didn't stop the Mourning Lord from laying siege to their home. Having been under constant threat from the Shadow for 200 years, they have been stalwart defenders and are known for their endurance to the corruption having been so close to it for some time now. They get their supplies using the ancient underground walkways called the Deep Roads that connect all across Korinth. They are one of few dwarven societies that rely on it fully.


 * Armor Proficiencies: Shields
 * Equipment: Angrun Shield, and Medallion of the Twin Lords

Feature: Guard Against the Shadow
Having fought against the Mourning Lord and his minions for that past hundred years have borne them a certain resistance toward it. They have also relied on the Deep Roads for so long that they have developed a network of locations deep underground that is only known to those of their clan. You know these locations, and can use them to find safe harbor deep underground when needed.

Due to the constant presence of the Mourning Lord and his army, whenever you roll for resisting corruption you may roll with advantage.

Coinbraid Clan
Expert merchants and traders, the Coinbraids are so well known that they are commonly requested to craft royal items for kingdoms across Korinth and beyond. Other clans might call them weak willed and unworthy to be called a dwarf, but the Coinbraids see that as a compliment and accept that their progressive thinking is the nature of what is to come for dwarves. They have accept non-dwarves into their clan, they see them as a potential profit so why let it go to waste when non-dwarves can work harder in areas where dwarves cannot. They have rejected the Deep Roads, and their settlements are built above ground where trade can prosper.


 * Skill Proficiencies: Insight
 * Equipment: Writ of Trading(a legal paper explaining your right to sell goods), Coinbrai Medallion, and 50gp starting gold

Feature: Golden Tongue
Being traders and merchants since the founding of Bryngrun, their home, they have developed a knack for buying and selling goods. They have traveled far, seeing the sprawling nation of Acryos, the frozen northern boundries of Korinth, and some even the Mourninglands. You and your companions may travel freely with any Coinbeard caravan that you come across so long as you display your medallion.

Due to your travels and knowledge of trade, you can spot a good item anywhere. Whenever you roll insight on bargaining for items, you roll with advantage.

Democratic States of Mercalia
A nation built by blood and war, they are fierce fighters looking for a glorious death. They love art, wine, and philosophy, studying in great libraries and forums where they can discuss their ideas. The city-states are ruled by singular ruler, the War Hero, that is elected by vote throughout the nation as their greatest warrior. They live on the border of the Mournlands, and expect an invasion eventually so they constantly prepare for war. Their phalanxes are battle ready, and their leaders are tested in battle between city-states so they are constantly ready for conflict.


 * Weapon Proficiencies: Spear
 * Skill Proficiencies: Vehicle Handling (Chariot)
 * Equipment: Hoplite Spear (1d8), jug of olive oil, and a tiny marble statuette of a god

Feature: A Mercalian Roar
The warriors of Mercalia are some of the finest in Korinth. They enjoy the thrill of battle, fighting within their own nation so they can prove they are the strongest among them. They join in arenas, wresting matches, and chariot races to gain glory in victory. You and your companions are able to rally behind your warrior spirit, and gain a newfound resolve in battle.

You shout a fearsome roar instilling fear in your enemies, once per long rest enemies 10 feet around you must pass a DC 11 Wisdom Save or be Frightened of you for 1 minute.

The Free Cities of Korinth
The Free Cities is a cosmopolitan and cultured nation, and even merchants from Goldbraids Clan and the Merchant Kings, who have a poor opinion about the cities of the Heartlands, consider the Free Cities to be a civilized place. The Citizens avoid conflict and controversy, and are considered to be a quiet, mannered, literate, efficient, and hard-working folk, who have great respect for deadlines, as well as for the property and happiness of others. Amid all thetolerance and variety in the cities, there is a great respect for peacefulness, law, and order.


 * Skill Proficiencies: History
 * Equipment: Pouch w/25gp, Book on Korinthian History and Treatise

Feature: Knowledge is Power
The Citizens of the Free Cities are all well educated. They have all been schooled and some even gone through universities to become Scholars of the Fields. They believe knowledge of history and the world is far more powerful than any sword or axe. Most homes have their own small libraries, mainly just a collection of bookshelves stacked together on a wall.

While carrying your Book on Korinthian History and Treatise, once per long rest you may peruse through and ask the DM a single lore related question that is not commonly known and they must answer truthfully. There may be some questions that can't be answered due to the knowledge being lost long ago or just unknown, so ask your question wisely.

Klungaraz
Originally ruled by the dwarves of the Stoneborn Clan, they have accepted other races to join their stronghold realizing that their help above ground is priceless. The dwarves are miners first and foremost, they haul stone out of their mines to be traded elsewhere. The other races here are the traders and public face of the stronghold. They keep outsiders at bay and make sure the dwarves get to do what they love in peace.


 * Tool Proficiencies: Mason's Tools
 * Equipment: Mason's Tools, Rune of the Allfather, and 10gp

Feature: Respect of the Dwarves
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.

Due to their ability to work together and barter, whenever you roll to barter to bring the price up or down you may roll with advantage.

Karaz'wyr
The Frostpeak Clan that hold Karaz'wyr are a vigilant, wary, people, as life in the north demanded. Outsiders, enthusiastic passers-by and people who simply ask too many questions are looked at with suspicion and apprehension within the city. Other races have settled in the Citadel Frostpeak above the dwarves, and they work symbiotically helping one another. They control the Everfire, a deep volcanic inferno that imbues fire magic, and they have built foundries around it to craft magical items.


 * Skill Proficiencies: Arcana
 * Equipment: Rune of Fyra (Magical Trinket, two charges, while holding the rune you may cast Firebolt from it, charges return to full at dawn)

Feature: Runic Protection
The Frostpeak Clan discovered how to enhance martial prowess using the supernatural power of runes. The ancient practice of rune magic originated with giants. Rune Cutters can be found among any type of giants, and they likely learned methods first or second hand from such a mystical artisan. You are able to runes, and can decipher their meaning.

Once per long rest, when another creature you can see within 15 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2).

Axebreaker Clan (DWARF ONLY)
The Axebreaker dwarves most value order and honor. They will only fight for a good and just cause, and will accept death in battle for it. They will pull out of a cause if they doubt its quality or its allies.They are typically quiet, grim, and moody. They also tend to be battle-hardened veterans, durable and stubborn. Each dwarf is expected to fight or work. They have little time for entertainment, yet on some nights they assemble in the great clan hall to hear songs and stories, and even to dance. These dwarves are deeply mistrustful of outsiders from other races, and even of other dwarves, with only a few special exceptions. They especially despise orcs.


 * Skill Proficiencies: Stealth
 * Equipment: Axebreaker Medallion, Boots of Sneaking (Magical Trinket, gives +2 to Stealth roll)

Feature: Silent as the Night
The dwarves are used to subterranean combat, in dark caves and tunnels where noise could echo, hiding enemy movements, and where any light could reveal a position. Therefore, they keep their city and their camps dark and quiet as possible, and the Axebreakers are silent in battle and at work. You follow the shadows and stay in them keeping yourself unseen and unknown to your enemies.

Due to your ability to meld with shadows, you gain the Hide ability as a bonus action.

Kormyr
Known for their tradesmen, exceptional quality is their focus rather than cruelly cutting out competition as it might be in other cities. Many works of wood, furniture, chests, and coffers are all made by or in copy of the Kormyrian fashion. Prosperous families dedicate themselves to one particular trade or good. There continues to be much suspicion in the land, especially towards those groups with a tendency to interfere in the affairs of others, even the benevolent Free Cities to the east and their Council of Four.


 * Tools Proficiencies: Woodcarver's Tools
 * Skill Proficiencies: Persuasion
 * Equipment: Woodcarver's Tools, Fur Coat (ignores negative cold weather mechanics)

Feature: Silver Tongued Diplomacy
Considered some of the best diplomats in Korinth, they were even able to make an alliance with paranoid xenophobic dwarves. The have a silver tongue when it comes to negotiations. You and your companions can find safe havens in any nation's embassy if you request diplomatic immunity with them.

Due to your wit and ability to get ahead of any conversation, you may reroll any failed persuasion or deception test.

Eluveria (ELVES ONLY)
A woodland haven for elves seeking a home away from civilizations and other races, they are mysterious and elusive when not wanting to be seen. They have recently shown themselves to Kormyr as allies and trade partners so they may both profit off of each others close proximity. They use illusion magic to trick those that enter the forest into leaving and never returning, hoping that it will dissuade would be invaders, and when that doesn't work they will fire with their longbows from areas unseen. They live in peace, and wish only to rebuild what was once taken from them ages ago.


 * Weapon Proficiencies: Longbow
 * Equipment: Eluverian Longbow (+1 longbow, sells for three times normal price)

Feature: Illusive Retreat
The elves are a dying race, one that was almost wiped off the face of Aurum ages ago. Most thought they had truly vanished for good, seeing that a few thousand remain in the world that is known. The Eluverians have found peace in these times of uncertainty, and even brought to life an elven nation deep in the Ashen Woods. Walking among society, you might be seen with confusion and awe or even fear that death might be near with elves around.

With the aid of your upbringing, you may cast the Minor Illusion cantrip.

Theocratic Union of Mitanni
The people of Mitanni are arrogant individuals that consider themselves better than any rival nation. Law is paramount to the nation's citizens, and change is avoided whenever possible. The government is run by the clergies devoted to Mitanni, Lord of the Depths. However, despite the peaceful existence these priests seek to create, the different priesthoods are often plagued by infighting, bickering, and struggles. These conflicts occurr both within their individual orders and against those of other faiths.


 * Skill Proficiencies: Religion
 * Equipment: Mitanni's Holy Book, Staff

Feature: Mitanni Wills It!
Mitannian's religous fervor is second to none. They devoutly follow this lord of the depths without ever batting an eye. They truly believe that this divine being is their savior that gave them a promised home far away from servitude under a tyrannical empire. You are often seen in other nations with an odd look here an there and are not trusted or liked among the clergy of the Korinthian Pantheon.

Due to their zeal and strong beliefs of an being beneath the waves, you gain a single Eldritch Invocation of your choosing in the Warlock class. This invocation must can only be taken if you have the required prerequisites.

Acryos
Acryos as a whole is a country focused primarily on the arts and sciences, to a greater degree than the rest of Aurum. The Gnomes of Acryos eventually hope to initiate a kind of renaissance in its scientific and mechanical achievements to finally bring about a global age of peace, races and sub-races. Its greatest mechanical achievement is said to have been that of flying machines and even intelligent automatons known as Warforged. As a result, very few gnomes ever delve into the Arcane Arts of spellcasting, but those who did would usually take up residence in Dragon's Reach, where magic and technology lived hand in hand.


 * Tool Proficiencies: Tinker's Tools
 * Equipment: Tinker's Tools, Slime Grenades, Firebomb Grenade, Shield Emitter

Feature: A Cog in the Machine
Acryos is by far the most technologically advanced country on Korinth (arguably on the whole of Aurum too if they surpass the Vampiric Kingdoms of Fel-Istral, which is very possible. They are on the verge of inventing the printing press, and non-magical portals currently so they no longer have to rely on magic to travel far distances in an instant and to rely information in a massive scale.

You are gifted with a Shield Emitter, a belt with a button on the buckle. Upon observing an attack being made within 30 feet of you, you may use your reaction to push to button granting the defender a bonus +2 AC as the force shield envelops around them. You may use this once per short rest.

Principality of the Coin
In general, the richest inhabitants commanded the less wealthy. A recent show of wealth such as a large purchase or high bid could immediately raise a person's status, even above those who are wealthier overall. More emphasis is put on proper business conduct than racial stereotypes, so as long as a potential customer adhered to these rules, it does not matter who they are or where they are from. Even so, they are wary of potential threats to business, so the more wealthy are often accompanied by at least two guards.


 * Equipment: 100 gp pouch, set of extravagant clothes

Feature: Greed is Good
People here are often always trying to find the next big score, whether that is legal or illegal. These merchants tend to be cutthroat and merciless in their bartering and will find a way to sell way under price. This tends to work well with rogues and thieves looking to "help" a merchant out by stealing from their rivals. You can tell what is in crates and barrels from trading companies from the encrypted inscriptions on the outsides of them.

With you keen ability to spot goods, once per long rest you may attempt to make a Sleight of Hand test to steal an item from an opponent in the middle of combat.

Republic of Myr
Inhabitants here are known as Myrian and as now, are primarily farmers and foresters. They are generally tolerant to outsiders, including new goods and ideas, tight-lipped around strangers however, and often give outsiders the impression they are dim-witted. Overall they are a quiet and confidant people, who garnered centuries of prosperity and wealth. Despite being invaded in the years prior to 1256 AS, by this time, they have still mostly kept its "oldblood" farming families from its founding days, such as Brondas, Dyzur, Mumfyrd and Routhgaer.


 * Skill Proficiencies: Animal Handling, Vehicle Handling (Land)

Feature: Walk It Off
Coming from strong stock, they have overcome invasion after invasion and are still standing. Their farming life have developed a strong and hardy people that can adapt to almost anything. You are you companions can find friends among most farming communities and they will offer you a place to rest for the night.

Due to your strong physique, once per long rest you may ignore 1d8 points of damage when hit.

The Island Nations of Azure
An unnamed Myrian mercenary recruiter once described the people of Azure as "two steps up from barbarians" and with the possible exception of Millakians, this would be a very good description of them. After all, out of them came raiding parties and pirates, the various barbarian tribes, and the Fyrstyrian barbarians of the north. However, the islands also spawned many of the civilised settlements of the southern coast as well as the runecasters known as the Rus so they do have the potential for greater things. They are an ancient, unpredictable people.


 * Skill Proficiencies: Vehicle Handling (Sailing)
 * Weapon Proficiencies: Handaxe
 * Equipment: Azurian Handaxe (1d8, Thrown)

Feature: Blood Rage
Said to be ancestors of northern people from Zarakev. They are generally tall and fair with light blue eyes. Their women wear crude jewelry, fabric boots, brightly colored embroidered cloth. You are generally looked upon with fear wherever you go.

Repeatedly mashing your fist upon your chest and screaming a war cry you enter into a rage-like state, once per long rest you may use a bonus action to be resistant to all bludgeoning, piercing, and slashing damage dealt upon you for two turns.

Aldthari (ELVES ONLY)
The elves make their homes by hollowing out select trees and connecting them with lavish yet conventional rope bridges and platforms, striving to live with their surroundings instead of atop them. Because of this, many of their settlements do not withstand the passage of time, though some traces remains. In each of their settlements is at least one tree-building dedicated to the Dyria.


 * Skill Proficiencies: Nature
 * Equipment: Elven Rope

Feature: Nature's Bounty
Living among the forest and learning to symbiotically provide for not only yourselves but the forest as well has granted the Aldtharians an innate magical power with nature. They have learned a small bit of druidic magic from the inhabitants of the forest, and some have even grown powerful enough to protect their home. You and your companions will typically be found on neutral or good ground with forest guardians.

Due to your innate magic, you may cast Goodberry once per long rest.

Virtine
City life dominated the lifestyle of these people. Their culture is seen as superior to those of other cities from across the Korinth. They do not share the lavish lives of other mercantile nations, such as the Merchant Princes, but its abundant wealth attracts desperate people from across the lands, usually in the form of secret cabals or villainous cults. Their city-state life has forced them to keep an eye on all their goods and even their homes in case robbers try to steal from them.


 * Skill Proficiencies: Perception
 * Equipment: Virtinian Brooch, 50 gp pouch, and a fine cloak

Feature: What Do Your Virtine Eyes See
Having to grow up with one eye open when sleeping and constantly looking over your shoulder can develop a keen sense of sight. Many living in Virtine are experts in spotting a criminal in the crowd and learn to avoid them by keeping their distance and lying through their teeth.

You gain Keen Senses (Sight)